local skel = fk.CreateSkill{
  name = "lb__youfu",
  tags = {Skill.Compulsory},
}

Fk:loadTranslationTable{
  ["lb__youfu"] = "幽抚",
  --[":lb__youfu"] = "<b>锁定技</b>，一名角色的回合开始时，若你与其距离1以内，其对自己造成1点伤害，此回合结束后，其回复1点体力。",
  -- 9.2
  --[":lb__youfu"] = "<b>锁定技</b>，一名角色的回合开始时，若你与其距离1以内，你对其造成1点伤害，此回合结束后，其回复1点体力。",
  -- 9.12
  [":lb__youfu"] = "<b>锁定技</b>，一名角色的回合开始时，若你与其距离1以内，你对其造成1点伤害，此回合结束后，其回复1点体力。回合开始时，若你的体力值为1，〖幽抚〗本回合失效。",

  ["$lb__youfu1"] = "愿徘徊的灵魂，寻到各自的出路。",
  ["$lb__youfu2"] = "很快，你也要向冥界去了。",
}

skel:addEffect(fk.TurnStart, {
  anim_type = "offensive",
  can_trigger = function(self, event, target, player, data)
    return player:hasSkill(skel.name) and player:distanceTo(target) <= 1
    and not ( player == target and player.hp == 1 )
  end,
  on_use = function(self, event, target, player, data)
    local room = player.room
    room:damage{
      --from = target,
      from = player, -- 9.2
      to = target,
      damage = 1,
      skillName = skel.name,
    }
    room.logic:getCurrentEvent():findParent(GameEvent.Turn):addCleaner(function ()
      if not target.dead and player:hasSkill(skel.name) and target:isWounded() then  --需要考虑技能失效/失去
        room:useSkill(player, self, function()
          room:recover{
            who = target,
            num = 1,
            skillName = skel.name,
            recoverBy = player,
          }
        end)
      end
    end)
  end,
})

return skel